1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 | // // Kerbal Engineer Redux // // Copyright (C) 2016 CYBUTEK // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. // namespace KerbalEngineer { using Unity.UI; using UnityEngine; using UnityEngine.UI; public static class StyleManager { private static GameObject m_WindowPrefab; /// <summary> /// Creates and returns a new window object. /// </summary> public static Window CreateWindow(string title, Vector2 size) { GameObject windowPrefab = GetWindowPrefab(); if (windowPrefab == null) { return null; } GameObject windowObject = Object.Instantiate(windowPrefab); if (windowObject == null) { return null; } // process style applicators Process(windowObject); // assign game object to be a child of the main canvas windowObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform, false); // set window values Window window = windowObject.GetComponent<Window>(); if (window != null) { window.SetTitle(title); window.SetSize(size); } return window; } /// <summary> /// Processes all of the theme applicators on the supplied game object. /// </summary> public static void Process(GameObject gameObject) { if (gameObject == null) { return; } StyleApplicator[] applicators = gameObject.GetComponentsInChildren<StyleApplicator>(); if (applicators != null) { for (int i = 0; i < applicators.Length; i++) { Process(applicators[i]); } } } /// <summary> /// Gets a new ThemeTextStyle created from KSP UIStyle and UIStyleState objects. /// </summary> private static TextStyle GetTextStyle(UIStyle style, UIStyleState styleState) { TextStyle textStyle = new TextStyle(); if (style != null) { textStyle.Font = style.font; textStyle.Style = style.fontStyle; textStyle.Size = style.fontSize; } if (styleState != null) { textStyle.Colour = styleState.textColor; } return textStyle; } /// <summary> /// Gets a window prefab object. /// </summary> private static GameObject GetWindowPrefab() { if (m_WindowPrefab == null) { m_WindowPrefab = AssetBundleLoader.Prefabs.LoadAsset<GameObject>("Window"); } return m_WindowPrefab; } /// <summary> /// Processes a theme on the supplied applicator. /// </summary> private static void Process(StyleApplicator applicator) { if (applicator == null) { return; } // get the default skin UISkinDef skin = UISkinManager.defaultSkin; if (skin == null) { return; } // apply selected theme type switch (applicator.ElementType) { case StyleApplicator.ElementTypes.Window: applicator.SetImage(skin.window.normal.background, Image.Type.Sliced); break; case StyleApplicator.ElementTypes.Box: applicator.SetImage(skin.box.normal.background, Image.Type.Sliced); break; case StyleApplicator.ElementTypes.Button: applicator.SetSelectable(null, skin.button.normal.background, skin.button.highlight.background, skin.button.active.background, skin.button.disabled.background); break; case StyleApplicator.ElementTypes.ButtonToggle: applicator.SetToggle(null, skin.button.normal.background, skin.button.highlight.background, skin.button.active.background, skin.button.disabled.background); break; } } } } |